Game session management for joining multiple game machines in a single game session

ABSTRACT

A computerized gaming system operates a plurality of gaming machine terminals coupled to a gaming server. A game session is initiated by a player for one gaming machine terminal. The game player thereafter identifies a second gaming machine terminal to be coupled to the same game session.

RELATED APPLICATIONS

This application claims priority to, and is a continuation ofInternational Application No. PCT/SE2006/000098 having an Internationalfiling date of Jan. 24, 2006, which is incorporated herein by referencein its entirety.

FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT

[Not Applicable]

MICROFICHE/COPYRIGHT REFERENCE

[Not Applicable]

TECHNICAL FIELD

The present invention relates in general to the management of gamesessions of a computerized game of chance operated via gaming machineterminals in a computerized gaming system, and more particularly to themanagement of a game session related to a plurality of gaming machineterminals.

BACKGROUND

Gaming is continuously developing in terms of game contents and winningschemes, for example in order to meet the shifting demands of playerswith regard to entertainment and gaming excitement. With moreinteresting game content and winning schemes games tend to have a longerduration and in some gaming applications prizes of considerablemagnitude at stake. For these and other reasons there is an increaseddemand from players for the possibility to interrupt or make a pause inan ongoing game and to resume the game at some other point, in time atsome other location or from a different gaming machine. Some games arenot appropriate or favourable to interrupt and yet a player may wish tochange location or gaming machine terminal. In such cases there is aneed for moving the player operation of the game from one gamingterminal to another without interrupting the active game session.

PRIOR ART

Examples of prior art is found in the following patent publications.

US 20040219967 A1 shows a method to pause a game played via a firstgaming machine and resuming the game in the same gaming machine or viaanother, second gaming machine. The status of a paused game is stored ata central database linked to the gaming machines and is associated witha personal identifier of the player. To continue a paused game, the gameplay is continued by retrieving the game status from the centraldatabase in response to the input of the associated personal identifiervia the same or another gaming machine.

U.S. Pat. No. 6,811,486 B1 shows a system and method for maintaining aplayer's enhanced game play state in a gaming environment. Inparticular, the player may restore enhanced game play states frompreviously played games either from the same game device or from anothergame device, the enhanced game play states typically being enhancementsto casino games.

U.S. Pat. No. 6,165,071 shows a method and apparatus which allows playergaming to transpire over a series of sessions without a player losingcredit for performances in earlier sessions. A player card carriesthereon the current status of the player's performance during the courseof previous sessions and it updated during subsequent sessions.Milestones are recognized as opportunities for providing the player withawards as these milestones are achieved.

In these pieces of prior art the game is thus paused or terminated bysaving a game status and interrupting the game session execution Thepaused or terminated game is then continued by starting a new gamesession execution, retrieving the saved game status and executing thegame dependent on the retrieved game status.

OBJECT OF THE INVENTION

It is an object of the present invention to provide a system formanagement of a game session related to a plurality of gaming machineterminals, in particular wherein a plurality of gaming machine terminalsare related to a common game session of a computerized game of chanceoperated in a computer based gaming system with computerized gamingmachine terminals that are connected to a remote central gaming serverand a remote data storage.

-   -   Aspects of the objects and related problems are:

To enable presentation of output from the game executed in a gamesession to a multiple of gaming machine terminals.

To enable player input from a multiple of gaming machine terminals tothe game executed in a game session.

To transfer the operation of an on-going game session from one gamingmachine terminal to another without interrupting the game session.

To enable presentation of output, to enable player input and to enabletransfer the operation of an on-going game session from one gamingmachine terminal of a first technical platform type to another gamingmachine of a second technical platform type.

SUMMARY OF THE INVENTION

In accordance with the invention the object is achieved by enabling thecoupling of a plurality of gaming machine terminals to a common gamesession of a single player session.

The invention is typically employed such that after a player hasinitiated a game session for a first gaming machine terminal incommunication with the gaming server and thereby has coupled this firstgaming machine terminal to the game session, the player initiates thecoupling of another second gaming machine terminal to the same gamesession. The player, or the server system, identifies a specific oraddressable second gaming machine terminal to be coupled to the currentgame session. Thereafter, the coupling of the second gaming machineterminal to said game session is established.

Preferably, the invention also comprises checking the capability of saidsecond gaming machine to execute the game of said game session. Thiswould include communicating game session execution information to saidsecond gaming machine terminal. If needed the second gaming machineterminal is then configured dependent on said game session executioninformation.

An advantageous aspect of the invention is the concept of establishing aterminal session coupled to the game session for each gaming machineterminal that is to be coupled to this game session. Typically, a secondterminal session for an identified game session is established for asecond gaming machine terminal in response to a request for coupling asecond gaming machine terminal to said game session.

Aspects of the invention are directed to identifying the additional gamesession terminal to be coupled to the current game session, to manageestablishment and time delay in coupling the gaming terminals and tomanage input and output from coupled gaming machine terminals.

Other aspects and advantages of the invention are described in thedescription below. The invention is preferably realised as a method, asystem and a computer program product.

BRIEF DESCRIPTION OF ACCOMPANYING DRAWINGS

The inventive concept is further explained by means of examples and inconjunction with the accompanying drawings, in which:

FIG. 1 shows a schematic outline of a client-server based gaming systemaccording to an embodiment of the invention.

FIG. 2 shows a flow chart of a simple example of a gaming application.

FIG. 3 shows a variety of the gaming system in accordance with theinvention.

FIG. 3A shows an overview of a gaming system with different types ofgaming machine terminals in accordance with the invention.

FIG. 4 shows a schematic view of different phases of a game.

FIG. 5 shows schematically the relation between game sessions, terminalsessions and gaming machine terminals according to an embodiment of theinvention.

DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION

The Figures illustrate the configuration of a gaming system as well as amethod for managing a game session, a method for managing a game sessionand a computer program product in accordance with the invention.

General Setting

FIG. 1 shows schematically a client and server based computerised gamingsystem with a gaming machine 2, herein also called a video lotteryterminal, set up as a client gaming machine 2 and a gaming server 4 thatare communicatively coupled. The gaming machine 2 and the gaming server4 are provided with data processors, memory means, data communicationsinterfaces, control programs, user input/output interfaces etc. in a perse well known manner. Different functions and features that are specificfor the present invention are preferably realised by means of softwarecomputer program code executed on the server and the clientrespectively, by means of specifically designed electronic components orby means of combinations of software and electronic components. In theexample of FIG. 1 there is only a single client gaming machine but ofcourse a number of client gaming machines can be and is normallyconnected to a server as shown in FIG. 3A.

The server 4 is provided with a game application program interface(server game API) 6 enabling communication between a server module of aspecific game application program 8 and general server gaming functions10,12,14,16 installed on the server. The general server gaming functionsare provided to be available for any specific game application programindependently of the specific game content. These general server gamingfunctions are typically critical functions such as a database 10, arandom number generator 12, an account service function 14, a logservice function 16, or other functions that beneficially are shared andused by different specific game application programs.

The client gaming machine 2 is also provided with a game applicationprogram interface (client game API) 20 enabling communication between aclient game module 18 of the specific game application program andgeneral client gaming functions 22,24,26,28 installed on the clientgaming machine 2 and used by different client game modules. The generalclient gaming functions are designed for assisting in implementing andexecuting a specific game on the client gaming machine 2 and areavailable for the client game module 18. These general client gamingfunctions are in different embodiments a selection of a graphical userinterface GUI 22, a cashbox function 24, a sound function 26, user inputinterface function, for example buttons, 28, data storage 29, a printer3, a bar code reader 33 and other functions that are related to theperformance of a game. The client game module 18 is communicativelycoupled to the corresponding server game module 8 for communicatingrequests 9 and responses 11 in order to utilize the general gamingfunctions provided in the server. For each game a message protocol forcommunication between the client module and the server module isgenerated, the protocol is for example based on XML and is shared by theclient and the server.

A specific game application program in accordance with the inventionthus comprises a server game module 8 and a client game module 18 thatcommunicate either directly or via an application program interface onthe client side and the server side respectively as shown in FIG. 1 andFIG. 3. The client game module 18 uses a selection of general clientgaming functions that are available in the client gaming machine,whereas the server module 8 uses a selection of general server gamingfunctions 10,12,14,16 that are commonly used by different gameapplications and that are provided and available centrally in the server4.

FIG. 3 shows a more detailed view of the configuration of a client and aserver in a gaming system in accordance with an embodiment of theinvention and similar to that of FIG. 1. In the gaming server 4 theserver game module 8 is embedded behind an application program interfacecalled server game API 6 through which all communication of the servergame module 8 takes place. The gaming server 4 further comprises aserver application program interface in short called server API 40through which all communication with the general server gaming functions10,12,14,16 from the part of the server game API 6 as well as from thepart of other server functions and external communication takes place.The server 4 is further provided with a reconnect handler 32 that in apreferred embodiment is integrated with the server game API 6. Thegaming server 4 is provided with further server function modules, in theexemplifying embodiment more specifically comprising a client handler 36that is communicatively coupled to the server API 40. The client handler36 manages, i.e. inter alia comprising handling and serving,communications and functions of the client 2 other than the specificgame applications. As illustrated in the drawing with a double arrow,communications with the client gaming machine 2 takes place via theserver API 40 and a similar client API 38 provided in the client gamingmachine 2. In the same manner as described above, the communication withthe general client gaming functions is carried out via the client API38. The client gaming machine 2 comprises a client control module 34that controls communications and general functions of the client gamingmachine other than the specific game applications and communicates viathe client API 38. In the gaming client 2 the client game module 18 is,similar to the configuration of the server, embedded behind anapplication program interface called client game API 20 through whichall communication of the client game module 18 takes place. The client 2is further provided with a reconnect handler 30 that in a preferredembodiment is integrated with the client game API 6.

FIG. 2 shows schematically a simple example of a portion of a gamingapplication in accordance with the invention, more particularly a flipcoin game of chance. The game is run by executing the client game module18 and the general client gaming functions of the flip coin gamingapplication in a client gaming machine in step 202. In step 204 theplayer is presented a message asking the player to bet on heads ortails. The player places a bet 206 and a result is calculated in 208.Step 208 involves the client game module 18 sending a request to theserver game module 8 to generate an outcome of the game. The server gamemodule in its turn calls the random number generator 12 and receives arandom number in return. The server game module calculates an outcomeaccording to predetermined rules for the game and dependent on thereturned random number. Thereafter, a response with the outcome Win orLose is communicated back to the client game module. If the outcome isLose 210 the player is presented a message showing that player lost 212,and the game is ended in 214. If, on the other hand the outcome is Win216 the player is presented a message asking player to collect the prizeor double a bet again 218. If the player inputs a request to Double 224,a new result is calculated in 208 in the above manner. If on the otherhand the player inputs a request to Collect 219, the prize, usually inthe form of cash or credit money, is paid to the player and the gameends in 222. The payout of a prize again preferably involves requestingservices from the server game module and for example utilizing thegeneral server gaming functions account function 16 and databasefunction 10.

FIG. 3A shows an exemplifying embodiment of a gaming system adapted tohandle different types of gaming machine terminals. The gaming server302 is as shown above provided with a server API 304 preferablycomprising a message dispatcher for communicating messages betweendifferent entities of the gaming system. A number of different modulesadapted to operate gaming applications via gaming machine terminals ofdifferent type or implemented on different technical platforms areprovided and coupled to the server API 304.

So for example, an interactive video terminal (IVT) server module 306 isprovided to operate game applications played via an interactive videoterminal (IVT) gaming machine 318 that e.g. is based on the technicalplatform of a general personal computer and setup to communicate withthe gaming server via a data communications network. The IVT servermodule 306 comprises game modules 308 that receive random numbers from arandom number generator (RNG) 310 provided in or coupled to the gamingserver 302. The IVT server module 306 further comprises a client sessionmanager 312 configured to manage the client-server relationship in aclient session setup with a client gaming machine terminal. Furthermore,the IVT server module 306 comprises a player session manager 334configured to manage specific player sessions and a game session manager316 configured to manage game sessions executed by a player.

An internet terminal module 320 is also provided in the gaming server302 and configured for the purpose to operate game applications playedvia a client game application program that emulates an Internet gamingmachine terminal 330 communicating with the gaming server 302 via theInternet. Such a client game application program is typically executedon a personal computer or similar device. Similarly, a telephoneterminal module 322 is provided in the gaming server 302 and configuredfor the purpose to operate game applications played via a client gameapplication program that emulates a telephone gaming machine terminal330 that communicates with the gaming server via a wired or a wirelesstelephone network. The currently most feasible telephone application isa mobile phone communicating via a mobile telephone network. The servergaming machine terminal modules 306, 320 and 322 communicates via a databus line 337 with general server functions such as a random numbergenerator 310 and a database 332. In different implementations of theinvention, corresponding terminal modules for other types of devices areprovided in a similar manner, for example for digital television orradio frequency based communication devices.

There are different embodiments with different configurations of serverside functions. In one variety, each technical platform module has itsown set of server game modules, client session manager, player sessionmanager and game session manager as schematically shown in FIG. 3A forthe IVT module 306 and where these functional units are comprised in butnot shown in the Internet terminal module 320 and the telephone terminalmodule 322. In another variety, the technical platform modules areinterfaced with shared common game modules, player session manager andgame session manager.

A terminal session manager 340 is provided in the server, preferablycomprised in the server game API 6 or possibly configured as afunctional module coupled to the server API 6. The terminal sessionmanager operates as explained below.

FIG. 4 illustrates schematically an example of the lifecycle of a gamein drawn in relation to a timeline 424. A player session 401 isinitiated by a player by inputting start commands via a user interfaceof the gaming machine. The player initiates a game and inputs a bet interms of a monetary value by means of some kind of payment method suchas coins or an account transaction and thereby starts a first gamesession 402. The game session progresses in discrete steps herein calledgame rounds and exemplified with a first round 404 and a second round410. Each round in turn progresses in discrete steps called game phases.So for example, round 404 comprises three game phases 406,407 and 408.The transition between game phases is driven by game round events whichin different embodiments may have different content and differenttriggering mechanisms.

A game round event is triggered by an input that starts the generationof a set of associated elements of critical game session data thatdefines a game result preferably comprising the current bet value, acurrent generated random number and a current win value. The game roundevent would usually be triggered by a player making an input through anI/O interface such as a push button that conveys game commands like“Deal cards!” in a poker game.

In a simple example the game session data that defines a game result isgenerated in a gaming machine. The game round event is triggeredwhereupon the generation of this set of game session data is executedand the data set is completed. A confirmation of successful storage isgenerated, a presentation of the game result is output to the player andthe game phase is ended. In the client-server architecture describedabove, the client game module contacts the server game module with arequest in response to the triggering of a game round event. The servergame module executes the request and creates game result defining gamesession data for the current game phase. This data is stored in theserver database and a response comprising the game result defining datais transmitted to the client whereupon a presentation of the game resultis output to the player and the game phase is ended. The presentation ofthe game result to the player typically comprises updating a screendisplay of the gaming machine.

At the beginning of each game phase, in FIG. 4 illustrated with timeindicators A, B, C, D, the gaming machine, e.g. the client game module,is set in a waiting mode waiting for input from the player. When a gameround event is triggered by the player, the client game module and theserver game module executes the game rules, moves the game process tothe beginning of the next phase, stops and again goes into the waitingmode to wait for player input. From a gaming system macro perspectivethe execution of a game progresses in discrete steps where the gamephases are the smallest units of execution. An interruption is definedas the event that the gaming machine looses contact with the remote datastorage, or as the case may be in a client-server gaming system with theserver, for a predetermined amount of time during a game session. Theinterruption can occur at any point in time and may be intentional orunintentional as a result of a player action, a system operation actionor due to gaming machine failure, data communications failure or othersystem failure.

Embodiment of Game Session Management

The invention is thus applied in a computerized gaming system adaptedfor operating a plurality of client gaming machine terminalscommunicatively coupled to a gaming server. In a typical situation anumber of gaming machine terminals are operatively coupled to andcommunicates with the gaming server, new gaming machine terminals ofdifferent technical platforms log onto and log off from the server asplayer sessions and game sessions are started and terminated from eachrespective gaming machine terminal. The present invention is devised toenable a plurality of gaming machine terminals to be coupled to a commongame session by means of terminal sessions defined for the game session.

In a typical case in which the invention is employed a player hasstarted the initiation of a player session for a first gaming machineterminal, for example an interactive video terminal gaming machine at acasino venue. The player continues by starting the initiation of a gamesession via this a first gaming machine terminal in communication withthe gaming server and the game session is given an identification code.Game session data including game session identity information is storedin the server database together with gaming machine identity, therebycoupling said first gaming machine terminal to said game session. Thestep of initiating a game session for a gaming machine would normallycomprise the player entering a player command via the input/outputinterface of the client gaming machine terminal for example by selectinga specific game presented on a game selection menu on the displayscreen. The selected client game module and corresponding server gamemodule is started involving communication via the client API and theserver API. A first terminal session associated with and coupled to theinitiated game session is established and is defined by means ofterminal session data. The terminal session data comprises parametersfor communication with and performing game execution by means of eachrespective gaming machine terminal and/or terminal session identityinformation. Then the coupling of a second gaming machine terminal tothe game session is initiated. This may as in one embodiment be done bymeans of a player command entered via the first gaming machine terminalor as in another embodiment be initiated from the server or even fromanother gaming machine terminal. A specific second gaming machineterminal to be coupled to said game session is identified and thecoupling of this specific second gaming machine terminal to said gamesession is established.

In one embodiment the game session identity information is output to theplayer via the first gaming machine terminal running the first terminalsession. Preferably, the game session identity information that is usedfor the purpose of the coupling of multiple terminals to a game sessionis different from the game session identity used for internal purposesin the server. The player receives the game session identity informationvia the display, via a paper slip or by some other means or carrier. Theplayer then inputs the received game session identity information via asecond gaming machine terminal and requests for example via a commandentry that this second gaming machine be coupled to the thus identifiedgame session. In response to the request a terminal session manager inthe server establishes a second terminal session for the identified gamesession and the second gaming machine terminal, and thereby establishescoupling of the second gaming machine terminal to the current gamesession.

In another embodiment the server connects to a predetermined gamingmachine terminal selected by the player. In one variety, selectablepredetermined gaming machine terminals are presented to the playerrunning the first terminal session on the first gaming machine terminal.The player selects a second gaming machine terminal and thereby inputs arequest command for coupling to that second gaming machine terminal. Inanother variety conveniently employed in a gaming system using playercards or some other means for identifying a specific player, selectablegaming machine terminals are predefined and stored associated to thespecific player identity. These player specific gaming machine terminalsare for example a specific mobile telephone number or a specificallyaddressed device or application program that is connectable to thegaming server via the Internet or other communications network.

Yet another embodiment is devised such that identity information for asecond gaming machine terminal is entered via the first gaming machineterminal and communicated to the terminal session manager of the gamingserver. An input interface is provided for this purpose and the thusinput identity information for a gaming machine terminal may for examplerelate to another interactive video terminal type gaming machineterminal at a gaming venue, to a mobile or wired telephone number or toa gaming machine terminal that is associated with or is runningconnected to a specific player identification. In response to the inputof the identity information, the server contacts the thus identifiedsecond gaming machine terminal and establishes a second terminal sessionfor this gaming machine terminal coupled to the game session.

In one embodiment of the invention, the system is devised to enable acertain time delay in establishing coupling of the second gaming machineterminal. For example, in the case that the player requests coupling toa second gaming machine terminal associated to a specified player cardor player identity, the player card may not be activated with a gamingmachine terminal at the moment. In this case the terminal sessionmanager establishes a second terminal session for the game session andgoes into a monitoring mode waiting for an indication that the specifiedplayer card or player identity has been logged onto the server afterbeing entered into a second gaming machine terminal. When the specifiedplayer card or player identity has been logged on to the server from asecond gaming machine terminal this is detected by the terminal sessionmanager whereupon the second terminal session and the game session iscoupled to the second gaming machine terminal. For the case that anaddressable gaming machine terminal is specified as the second gamingmachine terminal, the terminal session manager repeatedly tries toestablish contact with the second gaming machine terminal for example bycalling a mobile telephone number or by trying to get into communicativecontact with an application program coupled to an internet user account.The accepted delay in establishing contact with the second gamingmachine terminal is predetermined by means of an adjustable andpre-settable delay parameter of the terminal session manager, and may bedifferent for different types or cases of second gaming machine terminalcoupling. After the predetermined delay time has passed without a secondcoupling having been established the second terminal session isterminated.

A variety of this embodiment is devised such that the first terminalsession may be terminated while the second terminal session continues toexist however with a delay in the coupling to a specific second gamingmachine terminal. In a use case example employing player cards, a playerexecuting a first terminal session at a first gaming machine terminalmay wish to change gaming machine terminal and continue playing at asecond gaming machine terminal without terminating or interrupting thegame session for example because of earned bonus in the current game.The player requests a second terminal session for a second gamingterminal coupled to his own player account identified with his playercard. A second terminal session is established but the coupling to asecond gaming machine terminal is delayed because the player card isalready occupied by the first terminal session run on the first gamingmachine terminal. Now, the player terminates the first terminal session,takes his player card from the first gaming machine terminal, and entersthe player card into a second gaming machine terminal. The second gamingmachine terminal logs on to the server, the terminal session managerdetects or is notified about this fact and couples the second terminalsession to the second gaming machine terminal whereupon the game sessioncan proceed operated from the second gaming machine terminal. The effectof this is that the player operation of the game is roamed betweengaming machine terminals. If the predetermined allowed time delay isexceeded the second terminal session is terminated and if it is the lastand only active terminal session also the game session is terminated andis handled as an interrupted game session as described elsewhere in thistext. Typically any bonus would be lost but any current stake bepreserved as a credit of the player.

In order to ensure that the second gaming machine terminal is fit to becoupled to the game session, the capability of the second gaming machineterminal to execute the current game is checked and its feasibilityvalidated. This step would preferably comprise retrieving informationabout the game session and generating data about requirements on thesecond gaming machine terminal, for example capability to execute acertain client game module. This information and data is herein calledgame session execution data. Dependent on the manner of making contactbetween the gaming server and the second gaming machine terminal, thisstep would also comprise some communication between the terminal and theserver to find out whether the terminal is capable of communicativecontact, has access to such a client game module in an acceptableversion and fulfil other possible requirements. The response is verifiedand if it is negative the player is informed.

Then game session execution information is communicated to the secondgaming machine terminal and it is configured dependent on this gamesession specific information to prepare the terminal for the currentgame session, for example starting the correct client game module. Thesecond gaming terminal is assigned the new terminal session and couplingof said second gaming machine terminal to said game session isestablished. Thereafter, the latest generated result of the gameexecution is communicated to the second gaming machine terminal,processed as in the first gaming machine terminal and game executionoutput is presented to the player on the second gaming machine terminal.The game session now has a first and a second terminal sessions coupledto a first and a second gaming machine terminals, and awaits next playerinput from one of these coupled gaming machine terminals. When theplayer inputs a game related input on one of the coupled gaming machineterminals, the input is treated according to the game rules as usual anda game result is generated and distributed to all the coupled gamingmachine terminals, which in their turn generates the same outputdependent on the game result. In one embodiment, the player input on oneof the coupled terminals is distributed to the other coupled terminalsfor the purpose of visualizing this input on all the terminals.

A plurality of terminal sessions can thus be coupled to one and the samegame session whereas each terminal session can only be coupled to asingle game session. Thereby each game session can be coupled to asingle or to a plurality of gaming machine terminals. Each gainingmachine terminal can have one or a plurality of game sessions. Eachgaming machine terminal can have one or a plurality of active terminalsessions. A gaming machine terminal can thus be enabled tosimultaneously execute a plurality of terminal sessions coupled to asingle game session or to different game sessions. In the latter casedifferent terminal session may relate to different games or to differentinstances of the same game. FIG. 5 illustrates the relationship betweengame sessions, terminal sessions and gaming machine terminals.

The invention allows for a pre-settable number of terminal sessions andgaming machine terminals to be coupled to the same game session. Eachterminal session is associated with terminal session identityinformation. At any time defined by predetermined rules a new terminalcan be added and coupled to the game session. Similarly, when aplurality of gaming machine terminals are coupled to the same gamesession via terminal sessions, any of the gaming machine terminals canbe inactivated for the game session and its terminal session terminated.The game session remains active until the last terminal session has beenterminated. In other words, a game session is active as long as there isat least one active terminal session coupled to the game session. Thedelay function of the invention allows a terminal session and a gamesession to exist without any gaming machine terminal coupled to it,preferably for a predetermined amount of time or dependent on some othersuitable control parameter.

The first and second gaming machine terminals can be terminals realisedon different technical platforms, and thus a technical effect of theinvention is to enable roaming of an on-going game operation betweendifferent types of terminals. That is, the game sessions remains activein the server but the player operation of the game is moved betweenterminals. For example, a player who plays a game on a mobile telephoneclient gaming machine terminal may want to shift over his operation ofthe game to a personal computer and continue to operate the game via aclient gaming machine emulated by an application program withoutterminating or interrupting the game. The player then requests thecoupling of a appropriately identified second gaming machine terminal tothe game session, a second terminal session is activated and coupling ofthe second gaming machine terminal is established. The player can theninactivate the mobile telephone gaming machine terminal and continueplaying via the personal computer.

Different schemes can be devised for controlling input and output fromthe respective coupled gaming machine terminals according topredetermined or selectable rules. For example:

1. Player input and result output only from the first gaming machineterminal or a gaming machine terminal defined as the main gaming machineterminal.

2. Only result output on a second gaming machine terminal defined as asubsidiary gaming machine terminal. A typical use situation would forexample be to run the game operation in a demonstration mode, i.e. withthe game played from one gaming machine terminal and the outputpresented on one or more second gaming machines.3. Player input and result output from second gaming machine terminaldefined as a parallel gaming machine terminal.4. Player input and result output only from a gaming machine terminalselected by the player. In order to handle gaming machine terminalfailure one of a plurality of coupled gaming machine terminals is giventhe function of a backup terminal. In different varieties and situationswhich gaming machine terminal to be the backup terminal is selected bythe player or by the terminal session manager of the server systemaccording to predetermined or pre-settable rules. If the last coupledgaming machine terminal breaks down or is disconnected, the failure ispreferably handled by means of the described interruption and reconnectmanagement system.

When a plurality of gaming machine terminals are coupled to a commongame session, input and output are ordered according to a predeterminedscheme preferably such that a player friendly behaviour of the system isdevised. In one variety the inputs from different gaming machineterminals that are coupled to the same game session are buffered in aqueue and treated in the order that the request message resulting fromplayer input are received in the server. The game result is thencommunicated to the coupled gaming machine terminals and the outputdependent on the game result is generated and presented on each of thecoupled gaming machine terminals. If a pure queue order is applied itmay thus happen that several player inputs that are entered in sequenceclosely in time results in a series of output result presentations thatproceed un-paused until the queue is emptied and the game goes into amode waiting for the next player input. Another variety is devised suchthat only the first received request message resulting from a playerinput is accepted. A game result is generated and transmitted to thegaming machine terminals. After the resulting output has been presentedon the coupled gaming machine terminals, a new player input request willbe accepted. In a third variety, a priority order for accepting playerinput from the respective gaming machine terminals is devised andemployed such that when a plurality of player input generated requestsare received in the server within a predetermined time period, therequest with the highest priority is accepted and the others arediscarded.

The communication between the gaming machine terminal and the gamingserver as well as steps that are performed for realising the inventionare described in the following exemplifying embodiment based on theclient-server configuration. Reference is made to FIG. 1-4. The numberedlist below is merely for reference purpose and does not necessarily meanthat the steps are performed in a sequence corresponding to theindicated numerical order.

1. A player initiates a player session 401 on the client gaming machine2 by inputting a start command to the client game module 18 via anI/O-interface (22,24,28) which may be a traditional button or a buttonfield on a touch screen. The initiation of a player session wouldpreferably also comprise a monetary transaction for bets in the game,for example by the player adding a coin to a cash box 24 or by means ofan account transaction.2. The client reconnect handler 30 comprised in the client gamingmachine 2 transmits a request for the reservation of a reconnectidentity code together with a client identification code foridentification of the specific gaming machine to the server. Thisrequest is received by the server reconnect handler 32 similarlycomprised in the gaming server 4.3. The request is executed by the server reconnect handler 32 whereby areconnect identity code is generated and stored associated with theclient identification code in a database 10.4. A player session identity code is generated and associated with thereconnect identity code in the database 10, and a player session 402 isestablished.5. The reconnect identity code is transmitted to the client reconnecthandler 30 and is stored in local data storage 29 in the client gamingmachine 2 for the purpose of enabling communication of the reconnectidentity code to the player.6. A selected game is started by the player inputting a game startcommand to the game client module 18 via the game application programinterface 20 of the client gaming machine 2, and a request to start agame session is transmitted to the gaming server 4.7. A game session identity code is generated and stored associated withthe player session identity code, a game session 402 is established, afirst terminal session for the current gaming machine terminal 2 isestablished and coupled to the game session. A game phase 406 of a gameround 404 is entered.8. The player triggers a game round event by giving a game related inputto the client game module 18 whereupon a request for a service istransmitted to the server game module 8.9. The request is executed by the server game module 8 with the aid ofthe service functions of the server. The execution of this request wouldtypically comprise the generation of a random number RNG and thedetermination of an outcome dependent on the RNG.10. Execution steps that are performed by the server game module 8 foreach request as well as results and outcomes of the execution make upgame session data, i.e. information that applies to the currentlyongoing game session. A subset of the game session data is the result ofa game round event and applies to the current game phase. A selection ofthese game session data are compiled and cashed, i.e. temporarily storedin data storage of the server 8. The selection may vary in differentexecution cases and embodiments, and would preferably comprise: the betvalue, the random number and the win value that are valid for thecurrent game phase. The selection of game session data may also compriseoptional pieces of information regarding the sequence of events calledevent history, each request and response, a pot at stake, the request,the response to the client gaming machine, game configurationinformation and a status indicator devised to indicate whether the gamesession has been completed or interrupted e.g. indicating lastevent=true/false.11. The selection of game session data is stored in the database 10 andis transmitted with a response to the client gaming machine 2. Thereceived selection of game session data is cashed, i.e. temporarilystored in data storage of the client gaming machine 2.12. The outcome of the game round event is presented to the player forexample via image output on a presentation screen of the client gamingmachine 2.13. A request may be made for a second gaming machine terminal to becoupled to the current game session, whereupon a second terminal sessionfor the second gaming machine is established and coupled to the currentgame session. The game session and the terminal sessions are managed asdescribed above.14. The steps 8-12 are normally repeated until a game round is ended,for example controlled by the player or by the gaming server accordingto predetermined rules.15. If an interruption occurs, i.e. the client looses contact with theserver, the reserved reconnect identity code that is temporarily storedin the storage 29 of the client gaming machine 2 is for example printedout on a piece of paper or other suitable carrier to make up a reconnectvoucher output to the player. The reconnect voucher is in a currentlypreferred embodiment printed with a bar code comprising the reconnectidentity code and a status indicator for the interrupted game, and sometext information for example about the gaming venue.

The game session may be interrupted when the last of a plurality ofgaming machine terminals and the last terminal session are terminated.For the purpose of reconnecting the game and resume the game session theinterrupted game is found by means of the reconnect identity code as akey input to the gaming system. The reconnect procedure is hereexplained by way of example with the reconnect voucher embodiment inwhich the player enters a reconnect voucher in a bar code reader of aclient gaming machine of the gaming system. It should be understood thatalso other means of conveying the reconnect identity code to the gamingsystem are within the inventive concept. The reconnect voucher can forexample be inserted in the same gaming machine in which the game wasinterrupted, a different gaming machine or in an administrative clientterminal. The administrative client terminal is preferably devised onlyto be able to refind money or issue a monetary credit. The procedure forreconnection comprises in one embodiment a selection of the followingsteps.

1. If the client gaming machine in which the game was interrupted loginswith the gaming server and a new player session is initiated, the clienthandler 36 of the gaming server detects in a check procedure that thisparticular client gaming machine has had an interrupted game. The clientidentification code is associated with the previous reconnect voucherfor that specific client and the stored game session data, and a newreconnect identification code is reserved and transmitted to the clientgaming machine to replace the previous and activated reconnect identitycode.2. If a player starts a player session in a different client gamingmachine, a new reconnect identification code is reserved in the normalmanner.3. The player inputs a reconnect voucher into the bar code reader of theclient gaming machine, and the information on the reconnect voucher isread and treated under the control of the client control module 34 andthe client reconnect handler 30. The information on the reconnectvoucher is transmitted with a request to the gaming server.4. The gaming server checks the status of the reconnect voucher anddetermines by means of the status indicator and information stored inthe server database whether there is an interrupted game session.5. If there is a monetary credit only, the money is credited to theplayer for a new game or as a refund.6. If there is un-synchronized money, a synchronization procedure isexecuted.7. If there is an interrupted game, the game is reconstructed andpresented to the player in the state in which it was interrupted.

The reconstruction of an interrupted game can be implemented in variousmanners. One embodiment comprises of the following steps.

1. With the reconnect identity code as a key, the associated gamesession data is retrieved from the server database under the control ofthe server reconnect handler 30.

2. The server reconnect handler 30 uses the retrieved game session dataas input to the server game module 8 and generates the last responsefrom the server game module that should have been transmitted to theclient gaming machine unless the interruption had occurred. In differentembodiments3. Reconnect information comprising game session data is compiled andtransmitted to the client reconnect handler 30 of the client gamingmachine. In one embodiment this reconnect information comprises the gameidentifications for the server game module and the client game module,game session data including an initial monetary-balance, all requestsand all responses of the event history.4. In the client gaming machine, the client game module is initiated andthe game is executed by the client reconnect handler 30 using the gamesession data as input up to the last completed game phase before thepoint of interruption, called the reconnect target point. In contrastwith the normal execution of a game, the requests that are generated inthe reconnect execution are discarded and after each request the game ispresented with the corresponding response from the game session data.Since the client reconnect handler 30 has access to all the requests aswell as the responses to the requests it is enabled that a check of aproper reconstruction of the game session can be performed. Preferably,the game is executed up to the reconnect target point without presentingthe intermediate results to the player in order to speed up theexecution and avoid confusing the player.5. After the last event and thereby the last completed game phase hasbeen executed, the corresponding result and state of the game ispresented to the player via the graphical user interface and the gameenters a waiting mode waiting for the next input from the player.6. The game continues in a normal manner.

The invention inter alia has the effect that a game session can beoperated via a plurality of gaming machine terminals. Another effect ofthe invention is that the operation of a game session can be moved fromone gaming machine terminal to another and thereby roaming the operationof an on-going game without any interruption.

The invention has been described by way of exemplifying embodiments, butnaturally there a various manners of realising the invention within thescope of the claims.

The invention claimed is:
 1. A method for managing a game session in acomputerized gaming system adapted for operating a plurality of clientgaming machine terminals communicatively coupled to a gaming server,each of said client gaming machine terminals having a human interfacedevice, comprising the steps of: initiating the game session at a firstgaming machine terminal by communicating a game initiation request fromthe first gaming machine terminal to said gaming server; storing gamesession identity information for the game session at said gaming server;coupling said gaming session and a first terminal session correspondingto the first gaming machine terminal, said coupling establishingtransmission of player requests corresponding to input signals receivedfrom the human interface device of the first gaming machine terminal;communicating further game session identity information from said gamingserver to said first gaming machine terminal for provision on aphysically transportable carrier medium, wherein the physicallytransportable carrier medium is provided from an output device at saidfirst gaming machine terminal; entering the further game sessionidentity information from the physically transportable carrier mediumusing the human interface device at a second gaming machine terminal toinitiate coupling of said second gaming machine terminal to said gamesession; communicating the further game identity information from thesecond gaming machine terminal to said gaming server, wherein saidfurther game identity information includes information to identify saidsecond gaming machine terminal that is to be coupled to said gamesession; establishing coupling between said game session and a secondterminal session corresponding to the second gaming machine terminal,wherein said coupling between said game session and said second terminalsession establishes transmission of player requests corresponding toinput signals received from the human interface device of the secondgaming machine terminal; and establishing a priority order forprocessing the transmission of the player requests such that when aplurality of transmitted player requests are received by the gamingserver within a predetermined time period, the player request with ahighest priority is processed by the gaming server and other playerrequests are discarded.
 2. The method of claim 1, further comprising thestep of: checking the capability of said second gaming machine terminalto execute the game of said game session.
 3. The method of claim 1,further comprising the step of: configuring said second gaming machineterminal dependent on game session execution information.
 4. The methodof claim 1, further comprising the step of: establishing a terminalsession coupled to said game session for each gaming machine terminal tobe coupled to said game session.
 5. The method of claim 1, wherein: saidsecond gaming machine terminal is identified by selecting a selectablepredetermined gaming machine terminal.
 6. The method of claim 1,wherein: said second gaming machine terminal is identified by selectinga predefined gaming machine terminal associated with a specific playeridentity.
 7. The method of claim 1, wherein: said second gaming machineterminal is identified by a specific telephone number.
 8. The method ofclaim 1, wherein: said second gaming machine terminal is identified by aspecific address and is connectable to the gaming server acommunications network.
 9. The method of claim 1, wherein: apredetermined time delay in establishing coupling of the second gamingmachine terminal is enabled.
 10. The method of claim 1, wherein: asecond terminal session for the game session is established and set in awaiting mode until an indication that said second gaming machineterminal is couplable to the game session is detected.
 11. The method ofclaim 1, wherein: said second gaming machine terminal is couplable inresponse to an indication that a specified player card or playeridentity has been logged onto the gaming server after being entered intosaid second gaming machine terminal through the further human interfacedevice.
 12. The method of claim 1, wherein: when an addressable gamingmachine terminal is specified as the second gaming machine terminal, aterminal session manager repeatedly tries to establish communicationwith the second gaming machine terminal.
 13. The method of claim 1,wherein: a plurality of terminal sessions are couplable to one and thesame game session, and wherein each terminal session is couplable to asingle game session only.
 14. The method of claim 1, wherein: a gamesession is couplable to a single or to a plurality of gaming machineterminals.
 15. The method of claim 1, wherein: a gaming machine terminalis couplable to one or a plurality of game sessions.
 16. The method ofclaim 1, wherein: a terminal session for a gaming machine terminal isassociated with terminal session identity information.
 17. The method ofclaim 1, wherein: a terminal session and a game session are enabled toexist without any gaming machine terminal coupled to it dependent on apredetermined control parameter.
 18. The method of claim 1, wherein:input and output of player request transmissions from respective coupledgaming machine terminals is controlled according to predetermined rules.19. The method of claim 1, wherein: input of player requesttransmissions is enabled only via one of a plurality of gaming machineterminals coupled to said game session.
 20. The method of claim 1,wherein: input of player request transmissions and result outputtransmissions are enabled for all gaming machine terminals coupled tosaid game session.
 21. The method of claim 1, wherein: the playerrequest transmissions from different gaming machine terminals coupled tothe same game session are buffered in a queue, wherein said playerrequest transmissions, once accepted in said priority order, are treatedin the order that the player request transmissions are received by thegaming server.
 22. The method of claim 1, wherein: a first playerrequest transmission resulting from a player input is accepted andtreated, and a subsequent player request transmission is only acceptedand treated after the output resulting from said first player requesttransmission has been presented at the coupled gaming machine terminals.23. A method for managing a game session in a computerized gaming systemadapted for operating a plurality of client gaming machine terminalscommunicatively coupled to a gaming server, comprising the steps of:initiating the game session at a first gaming machine terminal of bycommunicating a game initiation request from the first gaming machineterminal to said gaming server; storing game session identityinformation for the game session at said gaming server to establishcoupling between said gaming session and a first terminal sessioncorresponding to the first gaming machine terminal, wherein saidcoupling establishes transmission of player requests corresponding toinput signals received from a human interface device of the first gamingmachine terminal; communicating a game initiation request from a secondgaming machine terminal to said gaming server to initiate coupling ofsaid second gaming machine terminal to said game session through asecond terminal session corresponding to the second gaming machineterminal, wherein establishing coupling between said game session andthe second terminal session establishes transmission of player requestscorresponding to input signals received from a human interface device ofthe second gaming machine terminal; and establishing a priority orderfor processing the transmission of the player requests, wherein, when aplurality of transmitted player requests are received by the gamingserver within a predetermined time period, the player requesttransmission with a highest priority is processed and other playerrequest transmissions occurring within the predetermined time period arediscarded.
 24. The method of claim 23, further comprising enabling apredetermined time delay in establishing coupling of the second gamingmachine terminal.
 25. The method of claim 23, wherein the player requesttransmissions from different gaming machine terminals coupled to thesame game session are buffered in a queue, wherein said player requesttransmissions, once accepted in said priority order, are treated in theorder that the player request transmissions are received by the gamingserver.
 26. The method of claim 23, wherein a first received playerrequest transmission resulting from a player input is accepted andprocessed, and a subsequently received player request transmission isonly accepted and processed after the output resulting from said firstreceived player request transmission has been presented at the coupledgaming machine terminals.